Not sure if this guy is a reliable source *cough*, but he has detailed info on Byte and Barq.
https://www.reddit.com/r/ARMS/comments/6fb1pv/byte_and_barq_consistency_and_barqs_hidden/
I could eventually counter most Ninjara grabs but I never figured out how to counter an airgrab. I'd try to dash out but somehow it still catches me, same if I jump up
I feel like I was trying to punch through it but I'd go under and the grab would still get meSingle punch. Or you can just do a grab as well and it'll cancel out. If you're Min Min you can do a backdash. Sometimes it seems like you successfully dodged but it still catches you, that's due to lag.
I do wonder if people realize that Ninjara's air teleport is just an air dash >_>
(like, you can hit him when he reappears and he cannot actually vary when he appears, from what I can understand)
His actual gimmick is easy mode counter move on the ground, which no one does anyway since they like jumping and then random air dash lol
(or because they don't block either :v)
There's no scenario where Nintendo will make anywhere near as much money from ARMS as Blizzard does from Overwatch though
Did we ever find out how Mechanica controls her suit? Does she have joysticks inside of it, or does she use her headset somehow to control it with speech commands or brainwaves or something? Suddenly this bothers me and I can't sleep wondering about it, lol.
I assumed she controlled with her hands.
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Ya know, people make jokes about Twintelle, but technically Mechanica's the biggest "cheater" using that mech suit of hers lol
I'm not going to ask you to compile videos of your guaranteed counter punches (not counting supers), but to the untrained eyes I don't see it. And do those only happen with two punches out or just one punch as well? If it's the former, and that it's easy to guarantee counter hits, then people would naturally just gravitate towards using only one punch until it's safe to use two, wouldn't they?
But again, we're going down this path where it ends up being whether I trust what you say, and it's hard to just rely completely on what a single person says. So I'm just going to see how it plays out when the game releases.
I mean, can't that be said about any fighting game?
The incentive to attack is you gain meter for Rush. Footsies and spacing as time ticks down, but someone has to land a hit so it's not just a draw...
Sorry to put you in the middle of this donkey, I just think your gameplay speaks for itself.
and a clip of Twintelle.
The divergence is in playstyle, obviously. Since you're on a pro controller, you rush down and close the distance so you don't have to curve. donkey uses the distance, especially with MM to get wins.
Just means you commenting on the viability of curving is suspect.
anyone doing good in battles have tips to share?
I'm a beginner and what I tried recently I was getting whooped by more experienced people. Seems like slow moving fists are useless against more experienced players.
At least based on my own impressions I feel like the early meta's going to gravitate this way. Electricity just seems way too useful in guaranteeing follow-up damage in basically every mode of the game outside of V-ball, and putting that on characters that can move and evade the most puts you in the best situation to punish opponents' errors. Like others have said, I wonder how someone like Master Mummy will fare once he's not the only fighter that can pack a Megaton, since otherwise most any character could play his "block and bait attacks" style of game...but also speed around the field and evade attacks if they wanted to. The healing provides a bit of added urgency on your opponent, but if you already have the life-lead, the onus is going to be on them anyway. Armor's nice, but also better served on Mechanica, who has better mobility on top of better arm-charging options.
Maybe there's something to it that we just haven't found yet and it'll be more apparent once a larger base gets their hands on the final product, but I'm not sure how an element like "stun" would ever be preferable when you could have electricity or ice instead. Secondary to them, I could maybe see explosion for its extra hitbox catching some folks off-guard, or blind...but that only being available on the Blorb so far kind of limits how many people would realistically use it.
I've actually bodied a Ninjara with Mummy lol
A lot of the matchups, as mentioned earlier, are probably going to center around arms loadouts as opposed to one character vs. another.
I don't really know why people think it's hard to break up defense (I've actually played some people enough that they started to turtle up, like in my Spring Man story earlier, but it didn't matter since I always caught them even though all they were pushing was the dash and jump buttons). There's actually a lot of recovery from various movement options, which means it's always possible to tag people consistently if your reads and arms steering is good enough.
Also, getting knocked down once is actually enough time for someone to move into the range where it becomes hard to react to a punch/throw mixup. I don't know about anyone else, but I'm always trying to get in dat ass in this game since there's only like maybe 5 or 6 things people can do on wakeup (neutral getup, wakeup jump, wakeup dash, guard (actually may be the best option that no one does lol), super) and it can get pretty devastating if I keep guessing correctly (which you can since people unknowingly form patterns in their movement after a point).
Saying that you can't get it on someone in this game is like saying that you'll never get in on Robert in KOF XIV just because he has a fireball and a DP >_>
No one can be that consistent on defense, especially in a game like this that has a ton of mobility and attack arcs lol
Like, I've gotten hit by YOLO throw from max distance (two times in a row, even) because the person I was playing was good enough to actually steer that shit.
As someone who at least exposes himself to enough FGCs, I don't think the fundamentals involved in this game are inherently less interesting just because you don't have to bend over backwards to set something up or execute combos.
I mean, casuals actually think that VF5 needs a PhD to play, so how reliable can opinions from people be :v
I do wonder if people realize that Ninjara's air teleport is just an air dash >_>
(like, you can hit him when he reappears and he cannot actually vary when he appears, from what I can understand)
His actual gimmick is easy mode counter move on the ground, which no one does anyway since they like jumping and then random air dash lol
(or because they don't block either :v)
That's par the course for fighting games. You can't expect to instantly be good in a few minutes. You need to put the time in to practice.Man, this game has been a roller coaster for me. I went from barely paying attention to it, to having a ton of fun during the first test and pre-ordering, to probably cancelling that preorder.
I played the 11am test today and got my ass completely handed to me. In a majority of matches I played I only landed one or two punches. In the first test I was winning a majority of the time. And I have no clue what went wrong. It was super frustrating, I had no idea how I was supposed to improve. I'd block a throw, throw a punch and have my opponent recover fast enough to block it. I'd throw a punch, it wouldn't reach my opponent and they'd counterattack before I could recover. I couldn't get the hang of punch, very often a punch would come out at a wide angle, or wouldn't react to my inputs as I expected and I had no idea why. I'd throw a punch anticipating a dodge and guess their movement correctly, but my punch would still miss, often seemingly by a hair.
Really fun game but I don't want to spend hours practicing to get the point I won't get destroyed online.
The testpunch made me realize that the switch works tremendously well as a home console
I have more matches I can upload against other press and Nintendo Treehouse employees, but it's 90% just me beating people up. Not much competition in that group of players.
All air movements have more recovery than ground movements. If you exhaust all of your aerial options you are completely open to an attack until you hit the ground. Unfortunately, this kind of means people likely won't jump as much at higher levels of play, further limiting your offensive options.
I guess you had it easy in the Testpunch too then? I've seen some other press people play on youtube but they didn't seem to play very well, almost never used charge shots. sometimes flailed around and let themselves wide open and lost because of that even during the testpunch against players that didn't have the game early it seems. I fear they haven't really grasped much of the game yet.
I'm curious to see some matches of those Pros @ E³ though.
Not really, they're hard to grab but slow with punches, so it's easy to dode at closer range and counter with a grab (I do have dat reflexes, so that helps a lot in Hoops).I suck at beating Ninja boy....but not as much as I suck playing him! I figured out some tricks with some arms, but other characters I was completely fucked unless they didn't know what they were doing.
Goo boy is unstoppable at Hoops is another observation.
Went through the last couple of pages to add you guys.
heres my fc:
0654-8464-5898
Europe GAF where you at?
My FC 7448-4537-9586
Mains: twintelle and minmin
I don't mean to call you out, but instead of looking at how you're playing you should be looking at how your opponents are playing. To know whether or not your strategy is valid you need to play someone who's capable of getting around it.
First off, how are you knocking me down? Let's say I messed up. That's on me not being as good. Let's say you closed in on me and I got thrown (this will happen). Now I'm looking for your throw and I'm ready to counter it on wakeup if that's what you do. If you do anything else I can just block.
How many people did you see intentionally interrupting throws with a single punch? That's the kind of stuff you'll see high level players using.
Arms doesn't have any of that. If I don't attack you in Arms all you can do is try to get close to me so I potentially can't react to a throw. My concern is that the best players will be able to react to that throw at close range. When that happens, you have no way to inflict damage if my defense is good and I don't attack first.
Unfortunately, this kind of means people likely won't jump as much at higher levels of play, further limiting your offensive options.
Right now I don't think curving your punches really changes any of my concerns. Do you have any insight on how curving would allow me to open someone up who's playing defensively? Not trying to say you're wrong, I'm legit curious because I don't see it.
I do wish I could curve with the right analog stick because that would make a huge difference, but for whatever reason that's not an option.
I agree with DrDogg in that there's no incentive to attack first, I also felt this when playing the game
Curving exists in part to get around the block shield in general. There are Arms that go over or around it. Coupled with movement and baiting, you're set.
Why would you block when 90% of the players follow with a grab anyway?People I've played have generally not stood there when waking up and will always go to a mobility option.
I assume all of the people invited to the E3 tournament have the game. I know D1 (one of the commentators) was playing last week. I got a few games in with him. Kayane has only been posting about Tekken, so I'm guessing she's not playing, but who knows. I'm curious if they'll have to play with motion controls or if they can use whatever control option they want.
Actually, guarding in this game covers all angles.
I don't think that's true at all from my experience. Wish I could test to confirm -.- (servers pls!)
Guard covers all angles, is what i saw also. Easy to see (and probable reason) is in free for alls where attacks can come from all angles and from opponents not facing each other.I don't think that's true at all from my experience. Wish I could test to confirm -.- (servers pls!)
It's true I think, you can guard a bomb that explodes behind you at least.
I vividly remember hitting people with my Thunderbird or Helix' blue blob arm OVER their shield, though.
Why would you block when 90% of the players follow with a grab anyway?
They most likely simply stopped blocking the moment they were hit because they didn't expect the thunderbird to hit them from behind after it passed them.
Okay, so I watched some of these matches and I'm not seeing how he gets an advantage or opens up the opponent just by curving. Not trying to call out donkey or anything, but he left himself open a lot. The opponent didn't capitalize on it, but there were plenty of times he could've taken damage if he was up against a better player.
You may not see it in my match videos, but what I'm constantly doing is trying to punish everything and do my best to keep myself safe. I'm only a week in so that doesn't happen 100% of the time, but I'm at a point now when I know when someone is open to an attack or when I leave myself open to an attack. It doesn't look like donkey has that down yet. Again, I mean no offense by that.
Unicorn said:Most of my friends in FGC are smash or Street Fighter so they have passing curiosity to 0 interest. I'm interested in Tekken fans or NRS (juggle fans, basically) or Gundam VS fans feel. 2D fighter fans like Marvel and SF I assume wouldn't give it much interest in contest with their main game, but I feel like someone who has a deep interest in fighting games that a new perspective to the genre is exciting and worth getting people digging into it for viability.
And if you guys have any passing interest in gameplay similar to ARMS, please check out our Gundam Versus thread as the main series is finally coming stateside and they are currently running a trial version this month similar to the Testpunch: http://neogaf.com/forum/showthread.php?t=1383438
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And if you guys have any passing interest in gameplay similar to ARMS, please check out our Gundam Versus thread as the main series is finally coming stateside and they are currently running a trial version this month similar to the Testpunch: http://neogaf.com/forum/showthread.php?t=1383438
Clearly this calls for Nintendo to turn the servers back on so we can test this for another, say, 500 hours or so
Just to be sure.
Actually, neutral jump will beat someone who does throw on your wakeup.
[...]
There's like... a lot of configurations of how wakeup can work.
The mind read flowchart for this is similar to most FGs >_>
ARMS and GVS are definitely my two most anticipated games at the moment.As a big GVS fan, ARMS is exciting as it does bring 3D arena fighting more to the foreground. It's also fun because of its limitations in comparison to GVS. In that game, you have long range/close range options, cancels, formations, assisting your partner, need for more spatial awareness, lots of mobility and so on while being centered around 2v2 team gameplay. ARMS has effectively ripped out half of that, but still manages to be intriguing and scratch that itch. It does make me wish there were more close range options though, like if we could coil up our arms for some quicker short-range multi hitting combos or something like that.
And if you guys have any passing interest in gameplay similar to ARMS, please check out our Gundam Versus thread as the main series is finally coming stateside and they are currently running a trial version this month similar to the Testpunch: http://neogaf.com/forum/showthread.php?t=1383438
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The game will be released in roughly 264 hours though, so I guess 263 hours would suffice.
Pre-ordered Arms and a set of neon yellow joycons so. bring on june 16 😉
So... you pre-ordered the yellow joycons to play ARMS on your Pro Controller?
What are you even responding to? Who ever said they would?
Missed 45 mins of this one. Curse you sleep. Does headlok focus on the people who hit him the most, because he focused everything he had on me at level 6, and ult'd directly into my face to KO me.